#๐ปโunity-talk
1 messages ยท Page 12 of 1
That's frustum culling and it's always active in unity.
hello, srry for bother i dont know where to ask, im trying to install the last LTS version and this happens :c what can i do. I tried to uninstall and install unity hub
You can try reading the logs to figure out what the cause is.
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
ty i didnt knew
why does robot kyle need this many dependencies and can I just ignore them
Most of these are just the built-in modules
so yes I can ignore them
i'm kind of surprised it's explicitly listing all of these
yo can someone link me to the C# server
where are you seeing this?
I decided I needed the model for prototyping and didn't know it needed all those
the dependencies screen for packages
when you install one some of them may need to install others
Almost every package in that list is just something that Unity includes by default in the 3D template
I just don't recognize that interface
Linux
Try reinstalling
If you only need the model, then you dont need any dependencies, a model should just be a FBX file that you can just select before importing the whole package, but if your only selecting the model that will not include any prefabs, animations, or custom materials/shaders it might be using
try making a 3d grass model on blender
Do you hate long tutorials ?
No problem create grass in 60 sec
Folllow me on Twitch
https://www.twitch.tv/theanimationdude
Discord: https://discord.gg/nn9N4pdGjg
Is it easier to change a 2D project to 2.5D or a 3D project to 2.5D in terms of the basic settings required to display the effect (generally speaking)?
My assumption is 3D but I just figured I'd ask.
none are really harder than others
the only difference between the 2d and 3d projects are some different project settings
its all 3d
3D to 2.5 D is easy but 2D To 3D and 2D to 2.5 D is Hard Alot
If Your 2D Game Use Sprits Instead of 3D Model
Hi guys!
Is it possible to get some document from Unity Asset Store about successful payment for my sold assets?
Because I see only pdf file with invoice, but there are no any check/transaction protocol (swift protocol)/any other proof from Unity side about that payment 
My bank needs such document.
I've sent a ticket via support forum, but Unity team ignores me almost 2 weeks, and I don't see any alternative ways to reach out to Unity support team, no online chat, no emails, no Telegram bot or something.
in Short You Can't
An invoice is already a document for successful payment in your direction from Unity. If your bank would want something from point Unity asset store internal payment to your account invoice, then they gotta ask Unity, not you.
Im not sure about invoice, because it was generated before transaction, even before "in progress" stage. Afterwards it could be failed, for example, so that document is not a prove of successful payment
It doesn't work like this, in our country. There is strong financial monitoring and banks need a lot of proofs of sources of your profits
They will not reach out to Unity
Well, then your country lives in a dream world I guess. You are not allowed to access that sensitive information inside Unity
If they want it, they can take your invoice and based on that request it from unity as a legal instance
And my problem is that I forgot to change my payment info, and Unity has sent me money to my old bank account, which was changed a few months ago. So that money was stuck on some special account, to redirect that money to my new account, the bank needs swift protocol
Im not allowed but bank is allowed? Thats strange too
well, than you need to get the information from your old "special" bank. Unity most likely wont fix your personal failure there
That was the same bank but another account
They can open that account and check that transaction but only if I provide swift protocol from Unity side
thats nonsense. If they are the same bank, they have some transaction information on their side
I dont need any fix from Unity, only some check or protocol
I know, but I cannot do anything with that
Yeh, thats out of my common sense scope, I guess. They are the same bank you received the payment for the same legal person.
Even without this incident, in our country its often situation when bank asks some document of approval of your money sources
You'll have to wait for the Unity customer service to reply. You can't get that information by yourself. They're not "ignoring" you, a queue of several weeks for a reply is expected
Ok thanks
Ill hope you get the support you need then. Weird system you got over there, sorry for your hassle
Im also bored of that strange bank system in our country, especially in that largest bank in Ukraine. They increased the power of financial monitoring recently, so that problem is only one of potential problems with payments to ukrainian assets developers in case if they dont get some transaction proof
for example, 3 months ago they just closed all USD/EUR bank accounts of all private entrepreneurs.
and created new ones. that was very "cool", especially for PE's who had their old accounts written in tons of contracts and invoices, so that was pretty easy to forget to edit that info in all that places. 
Oh boy and very interesting, but as its starting to get off topic, Ill step out before we continue ๐
If Unity makes payments to you, you'd create your own invoice to Unity for your own administration. Unless Unity provides you with a reverse invoice.
The only real "proof of payment" is the actual bank transaction.
Ive already sent that invoice to my bank and its not enough for them
hi! where can i ask questions about unity?
Of course. From your intro, take a look at the Pathways courses on Unity Learn if you are looking to start up with Unity.
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
Also there are pinned materials in every channel with resources as well.
i just want to ask a specific question am i able to import an fbx file with multiple animations? well i know i can but how do i cycle through the animations
Soft Shadows checkbox doesn't seem to make any difference. Same for Cascade counts. No effect.
Make sure the current quality is the one set for use in Editor in settings as default
You need more than one cascade for good quality shadows. IIRC I scale between 2 and 4 depending on quality setting.
3 is "normal"
I just checked, cascade doesn't seem to work.
They also need to be configured right
I'm following the tutorial and it said select the "HighQuality" Rendering settings in Assets folder as that's default.
What do you mean by cycling through? Looking at them in editor somewhere or playing in engine like you would in a game?
i mean like playing them
so for example when i press a button that animation happens or i press another button and another animation happens
if not i have a work around although its harder so thats why i am asking here
First of all make sure that you are affecting any changes, that would indicate that current settings are indeed in use.
Because might be missing a step assigning current configuration as an active pipeline
Animator is probably what you want https://docs.unity3d.com/6000.2/Documentation/Manual/AnimationOverview.html
I would try looking this up on YouTube to get started.
ok
Assuming your animations imported without issues, Animator can cycle through animations automatically. For input control you would need to do a small amount of scripting.
i will check it out
These two options are working:
Cool, now follow what Wolfos said.
Tutorials usually have download files, might want to compare settings with them.
Four cascades is a bit much. I found that three is the sweet spot for normal graphics cards.
I'm actually following Unity's tutorial, so all assets are provided by them. I didn't change anything else. I only change what they ask. Anyway, I changed Cascade to 3 and dragged sliders here and there and sadly no effect. I must be doing something wrong. The tutorial doesn't metnion any details yet. It just said enable soft shadow checkbox and increase cascade as it will increase quality. That's it.
Enable Soft Shadows. This property enables extra processing to make your shadows look smoother.
Find the Cascades Count property. This controls how many shadow cascades are used in your project. These help address pixelation of shadows close to the Camera that are created by the Directional Light (perspective aliasing). The more cascades you use in a scene, the less the shadows are affected by perspective aliasing.
Well if it does nothing then it's not using these settings
Do these warnings have anything to do with it?
Check if light source configured properly as well
Might be overridden by a volume? Idk how URP works
No, but that's something you'll need to solve too.
How can I confirm it?
It's not using these settings. Otherwise you'd have seen a massive change in resolution with four cascades.
Ah, that might do it. You might be watching shadows that didn't fit in the map
Use recommended resolution
Or don't use point light shadows at all
Depending on whether you have a directional light source or not
In an interior situation without a sun, using point light shadows is fine. In an exterior situation I'd recommend turning them off.
I think these warnings appear because the Unity version tutorial used to make these assets/project is not exactly same as mine. Both are version 6.0 but not exactly same.
your shadow atlas size is a combined versino of all shadow maps. If you set those shadow maps to be as big as the atlas, then it will run into this error. Use your URP asset to check on the lighting and additional lighting shadow atlas size
No, it's appearing because the resolution your point light shadows are rendering at, combined with the amount you're trying to render, doesn't fit in the 2048x2048 atlas you allocated.
Solutions:
- lower shadow map resolutions
- increase atlas resolution
- decrease the amount of shadow casting lights
Right now I'm clueless as I'm just following tutorial instructions. So I don't know about atlas settings.
Not to mention I've not watched any console tutorials yet.
Hi Guys I need your help I am new to Unity
Just wrote you where to find it. If you dont know any of those terms, google them up. First thing you gotta learn. If you run into "what is going on, what is that", than you gotta stop and look it up.otherwise you will run into the same stop situation all the time resulting in frustration in the end
Hi new to Unity, I'm Wolfos
I'll try it
Stop asking if someone can help, but rather just throw out your question with details.
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐โfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
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Bro I have a Unity WebGL game. I need to make two scenes and switch them with a button that part is easy. But the real challenge is when someone opens my game link on a mobile browser, it must automatically open in FULLSCREEN by itself no tap, no click, no user interaction. Just open link โ fullscreen game. But browsers keep blocking fullscreen without user interaction. How do I bypass this and force fullscreen in browser?
That's impossible. It's a safety feature.
Perhaps if installed as a pwa it would work?
Making it the size of the browser window is the most you can do, automatically.
But only for PWAs that are installed.
Let me open with u bro, this is a task i got if i did this I'll land my first unity job, so as you said this is not possible, I should go with pwa right?
Check with whoever assigned the test. Companies typically like it when you go back and ask questions, since you'd do that in a proper working situation as well.
Making a PWA, I think, is out of the scope of the test.
u r right
In fact they could be testing your communication skills by assigning an impossible task ๐
Any way to reset a particular settings panel to default values?
Is there a reset button under the three dots on the top right?
And the higher you set the distance, the worse the shadows will look
Yeah I read about it
Nope. I guess some panels have it.
You can configure cascades to resolve that
I have mine set to 2500 on the highest two quality presets.
This one uses four cascades, the first three are "normal" (couple hundred meters), the last cascade is super big and only renders terrain shadows.
guys how do i make a sandbox object spawning system
Can you be more specific?
who
Well, I'm not asking myself to be more specific ๐
welp, you know garry's mod?
I do, yes.
There's a spawn menu where you can spawn things
i want that im making a sandbox game too
Sounds like you need to learn some more Unity basics.
In general you'd have your "things" as prefabs. You'd make a list of these, then Instantiate the prefab.
is there like a free system of that im lazy
This really is very basic stuff. If you want to make games you're going to have to do some learning.
but i dont want to learn for half a year like i did with Lua
Pay someone to do it for you then.
Alternatively just buy Garry's Mod. Cheaper ๐
i do have it
im broke
If you have nothing to contribute ๐
That warning is fixed after changing resolution settings. But soft shadow still didn't work. But I found something in individual light settings: By default, it was "Hard", I guess I'd need to turn all of them to "Soft" if I want to use the Soft Shadows checkbox in Render pipelines settings? It seems to work. But I'm not sure that's the core issue.
Shadows are soft now and cascade is also working.
Yeah, I think that's it.
I think something may have changed in default Unity settings after those tutorials were created.
2048 for a point light is really nuts though ๐
Yeah I'd have to read more about it for optimization. I'd leave it as it is for now.
You'd need to test on target hardware to find the right settings.
But shadows are expensive
Shadows are very important for me in the games I play. I prefer shoft shadows with reasonable quality.
Yeah, need to find the right balance between visuals and performance.
Deferred lighting isn't so expensive. Reflections only if you're rendering them in real-time.
I'm not sure if you've played games like GTA 5. I wonder if those reflections on cars are real time or not. (With ray tracing OFF).
They're definitely not static as they change when car moves.
Many games use real-time reflection probes. I know at least in HDRP this is practically unsupported.
As in, it performs so poorly it can't ever be used.
This can be done without hardware ray-tracing?
There's also screen space reflections, which is a bit easier to use but artifacty
Enabling hardware ray tracing impacts performance by a huge amount.
Still much cheaper than real-time reflection probes in HDRP ๐
I played around with ray traced reflections but ended up going for screen space only. I don't like the sharp look of them.
I want to start with HDRP as I tend to make realistic scenes. But I eventually started with URP for now.
Most of the Unity tutorials are focused on URP
am i able to have physics interaction with a character controller? so for example if i push against an object it would move
No, but I believe you could hack this by adding a rigidbody that follows it (rigidbody.position) and setting the collision matrix so that this new RB doesn't collide with the character.
ok thanks
by the way should i make it a rigidbody instead to save me all the coding? because i am not really able to code that it
It's very difficult to make a Rigidbody-based character controller.
If you want something quick, use CharacterController. I think the "AAA method" is root motion + rigidbody with a bunch of hackery on top. Though I've never set this up from scratch.
oh well
Very easy to end up with thousands of lines of code for movement either way ๐
guess more searching
Hey, is there any one who will team up with me for the project similar to brawl halla
i will pay
ofcourse
I need a person who can create anumations perfectly
Every Character animation
Please help, my Z-axis dips depend on the fps (the lower the fps, the more pronounced the dips). z
AI generated code
Lerping the velocity is pretty silly. Ask it to generate one without the lerps
Yes, I don't understand writing logic at all. Are you advising me not to use AI at all? How should I structure the training then?
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
What kind of crust post is this?
Don't post the same question to multiple channels
Sorry
Please don't spam off topic, thanks. @karmic wren
Hey, is there any one who will team up with me for the project similar to brawl halla
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
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Yes
haha no, no collabs here
I will pay
doesnt matter follow the rules or leave the server
What u mean?
Where is collab then?
I cant see it
here
Did you actually look at the bot message
Thanks a lot, Mr. Law-abiding. You get a cake as your prize.
you can also get quite nice-looking results with the URP โ good PBR materials go a very long way
i wish the URP let you use physically-bsed light units
they make it so much easier to reason about light
I guess its because urp is not intended to be super realistic but having alternate units would be nice
i dunno if it uses inverse-square falloff or something more like BiRP's falloff
if it's not the former, accurate light units wouldn't be very helpful anyway
Does it change between Complex Lit/Lit and Simple Lit?
not sure with the falloff, but Simple lit is literally just NdotL Lambert + Blinn type thing
URP uses inverse square, but like in HDRP, you can get non-inverse square if you limit the range too much.
Hey
Please unity hub refuses to add the editor but the editor is install and I don't want to locate an editor if not i won't be able to add modules.
I almost try everything
Any ideas
๐
And i don't see any error from the log
I just see info and debug from yhe log
Did you install the editor through Hub btw? I don't think you can install modules through Hub if you didn't install it through it.
Yes, I'm installing through the hub but at the end the hub says installation failed but when I check the install path the editor is install
Did you retry it?
Yes until I install 3 same editor version in different location
Sometimes it will create another folder, sometimes it will override i think
ah, cool
i've hacked shaders to switch from legacy to inverse-square falloff before
not the worst experience, but also a pain
(that gave me a more accurate preview of my baked lighting, which is using inverse-square)
is anyone else having this issue?
tried restarting my computer, logging out and back in, disabling firewall + antivirus
it was working fine until I updated the unity hub :(
try to relogin into your Unity account
Do you recommend learning C# or going straight to the unity?
You can learn C# basics and then go to Unity.
What do you mean by basic?
When you look at a page of code, do you have a general understanding of how it works?
With unity, it works in combination with the code. Unity has free courses or you can watch some youtube videos if you are hands on
!learn
:teacher: Unity Learn โ
Over 750 hours of free live and on-demand learning content for all levels of experience!
@fiery needle I used this tutorial to learn C# better when started it contain all info you need about C# to start developing https://www.kodeco.com/3247-beginning-c
Learn the basics of C# in the context of Unity in this FREE comprehensive screencast series.
Yoo
does anyone maybe know what could possibly cause something like this to happen?
they players do connect to the same session apparently but they don't show up on each players screen where they're "supposed" to be
ie: instead of each player seeing the other person on their own screen they instead just see a clone of themselves for some reason that copies their inputs

Hi, is anyone getting this warning lately?
Is anyone familiar with the Unity recorder package? It has worked nicely for me so far but now I am running into issues that probably stem from Time.deltaTime. I wrote a small function that rotates a gameObject:
Quaternion DampedOscillatorRotation(ref float displacement, float velocity)
{
displacement = Mathf.Repeat(displacement + 180f, 360f) - 180f;
float force = -_spring * displacement - _damp * velocity;
velocity += force * Time.deltaTime;
displacement += velocity * Time.deltaTime;
return Quaternion.Euler(0f, 0f, displacement);
}```
This function is called in a coroutine. It works perfectly fine until I try to record it, then the rotation goes crazy and never slows down. Since another piece of code that handles second order dynamics also stops working I guess it's the deltaTime.
Any ideas how to fix this? The recorder package is really useful but this kills it completely. ๐
Called how/where in a coroutine? What are you doing with the result?
Since this seems to be simulating a physical phenomenon the best way to make it work consistently is to use FixedUpdate or equivalent (WaitForFixedUpdate in a coroutine)
that, of course, will lead to stutteriness issues so you'd need to also interpolate the results, which would happen naturally if using a Rigidbody with interpolation on and moving it via MoveRotation
I am basically recreating the effect of ballatros hand cards as seen here (https://youtu.be/Alwy-TH0WzE?si=ycwXTHziL4oT-nAj&t=217). No physics, just a coroutine that starts when I pick up a card and stops when I put it down.
Balatro is a super cool and juicy game and I wanted to recreate some of his effects in Godot
Checkout the source code: https://github.com/MrEliptik/godot_ui_components
๐ Learn how to make JUICY games ๐
https://shorturl.at/eIT36
๐ค SOCIALS
๐ฐ One time donation: https://ko-fi.com/mreliptik
๐ฐ Support me on Patreon: http...
Yes, i do but when I try to do it, I freeze.
The orders confuse me.
but the way you're doing is spring-joint-like
you are doing a physics simulation here
even if you're not using the physics engine
Why not use something more predictable/consistent like sine/cosine
the issue with what you have now is that it's a feedback loop - it's a 2nd degree function that depends on its own output in one frame for the output in the next frame. By the very nature of those functions, they will not work consistently without a fixed framerate
you can add some noise in with a noise function if you like
The Recorder can cause a single zero-second-long frame, which can cause some funny behavior
but i don't see anything here that would break under that condition
I'm guessing you're just seeing bad behavior when the framerate changes
When you're doing a damped oscillator like this, there's a critical timestep above which it starts to misbehave
It's possible that you're running into that
https://paste.myst.rs/xdugu59n
the video in that comment was very helpful for understanding all of this
a powerful website for storing and sharing text and code snippets. completely free and open source.
To test for this, try dividing deltaTime by a constant (like 10 or something)
see if turning on the recorder still causes issues
^?
anyone doing multiplayer stuff is going to be in the multiplayer channels
Im buying a laptop to make high end desktop games in unity, what specs should I go after? Like is the intel core ultra series better since its more suited for workstations or should I get a cpu more suited for gaming?
Im buying a laptop to make high end desktop games in unity
Not gonna happen really.
A good rule of thumb is to get a machine that can handle the highest settings for the game and then add 20% frame budget.
If you want to make high end desktop games you basically need a commercial high end workstation desktop system.
You can still make the game with a weaker machine but you won't be able to test the highest settings effectively
I have a desktop already and with how lovely the weather has been dont want to be tethered to my desk anymore, is there really not any decent laptops that could run it?
"gaming laptop" is basically an oxymoron.
You can certainly do some development on the laptop but at lower quality settings and plan to do the high end testing on the desktop
in that case I would worry more about portability and battery life than the actual specs of the thing
Basically it will depend on your "low" graphics setting more than anything.
Target "low" quality mode for doing dev on the laptop and worry about the high fidelity stuff on the desktop
you'd get more value out of doing that than trying to run it on high on the laptop
you think something like this would do the job decently?
Get a long charger cable, duh
Funny, that's the video my second order dynamics script comes from. I can save that script by checking for if time.deltaTime == 0f, but the oscillator is not fixed as easy. Thank you though, I will continue investigating that route. Really ennoying!
get at least 32GB of memory
good idea. Weirdly the 32gb seems to be cheaper than the 16 on this page??
Damn this pricing is wonky.
16GB with 1TB SSD -> 1709
32GB with 1TB SSD -> 1649
32GB with 2TB -> 2099
that 2TB is a ripoff
I'm trying to connect to unity version control however this is showing up. What do I do?
is this a project made by someone else?
No
who created the project originally?
I did
Does this happen when you use like a demo scene from an asset or something?
Go here and go to DevOps and make sure it's all activated etc https://cloud.unity.com/home/organizations/2474902992254/projects/f5bd6f0f-1126-4e61-bee8-252f49436f4c
It shows this help pls
honestly I doubt I will buy alienware I will probably try to find something else with similar specs
is a 5070 ti in a laptop the same chip they put in a desktop?
it is not
the dream gaming laptops try to sell of "Desktop quality but in a laptop package" is not real.
It makes no sense to me why they have the same name if they are different tbh pretty misleading
$5700 dollar laptops on amazon, core ultra 9 64 gb ram and 5090 gpu is taxxed as hell if thats a watered down gpu
Welcome to capitalism
That is probably very much intentional.
The names are just info about what generation and what tier within that generation they are though and don't mean much else.
So what should I be looking at to compare the performance between the laptop/desktop 5090s?
can get the exact same laptop with a 5070ti for $1200 less cant imagine the boost in performance is worth it lol
You'd have to find benchmarks for the specific GPU if you want info about it. But also https://discord.com/channels/489222168727519232/1249155543264657408 for pc spec related discussions
when baking animation rigging constraints via transfer motion to skeleton it does not care about the .65 weight on the multi-parent and treats it as if it were 1. is there a fix for this?
!learn
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gng
that dont help at all i wanna talk to a real human being
and ask questions
i cant talk too a site
If you want a tutor then hire someone
chatgpt broski
gng im broke
chatgpt dont even know 5x5
Then use the pathways on the learn site.
its quite decent for unity questions and its free so that fits ur budget
gng
i asked it one time
its doodoo
its fine but not good at all
i wanna talk to someone who knows unity
how do u know it doesnt know unity lol. u dont know it urself
bc i watch videos on chatgpt so called making games for unity
and its all buggy and trash
it cant even make a game for roblox studio
i dont need to be a fucking chef to judge food
its not gonna help with complex problems but its great for "whats the method called" (well mostly)
so is google
nigga
more convenient
nope\
I was typing a helpful reply but I think I won't ๐
ur opinion then. he wants to ask questions and talk to someone. it doesnt get much closer when there is no budget.
I think we have an AI thread somewhere
Ah yes. In case anyone wants to continue debating the virtues of learning Unity using ChatGPT you may use this thread;
https://discord.com/channels/489222168727519232/1352599815770341479
humj
humans rn are far more intelligent then ai bro
ai literally gave me a 30% on a test
it cant even describe how johnny klebitz looks like
Let's keep it on topic here.
u really think anyone would be willing to get on a call with u for free? dont think so gng
u wanna talk to someone no?
yea but i never said get on a call
i wouldnt want to get on a call
i meant through text
gotta get that attitude fixed first
<@&502884371011731486>
alr then mb
but im surprised this discord serv doesnt block nigga
!ban 1145101604748533820 Racism
@albert82958 banned
Reason: Racism
Duration: Permanent
I guess the server does block that word
Ps: how long did it take you guys to complete all 4 tutorials
@gray frigate @vivid cedar thank you for your help. This was recorded using the recorder package.
In the second order dynamics class switched from updating in Update to updating in FixedUpdate, this solved the issue there.
For the oscillator I switched to FixedUpdate as well. I also had to adjust the spring/damp values as this was the error. My set of values worked for the coroutine as it were, but not for the framerate with the recorder.
At least that's what I think are the issues. In both cases the changed length of deltaTime during recording seemed to mess with the script.
huh, shouldnt the bot auto delete their messages?
2 days after i downloaded unity i still didn't finish the second tutorial. Im on the audio tutorial now
how does cinemachine work in multiplayer projects?
do you need to add several cinemachine cameras for it to work or something?
or like what changes between singleplayer and multiplayer with it?
online multiplayer or local multiplayer?
online
online it doesn';t matter
you should only have cameras for your local playeer
the fact there are other players in the game is irrelevant
Now yes you can't just naively put cameras on the player prefab
but aside from that, there's nothing special going on
well what are you supposed to do then?
attach the camera at runtime to the local player
or disable/destroy it on all non local players
either of those will work
anyone else's AI toolkit keeps bugging all the time with some login issues?
I was wondering how I can make a rolling number counter. Any ideas? Can't seem to find any videos about it either.
Two variables, the other is the current value that's shown to the player and the other is the actual, target value. Move the current value towards the target value at the speed you want. The rolling motion of the numbers in that video is likely a pre-rendered animation
where i can search people to make game?
oh well how do you do that?
With cinemachine you can change the follow target in code very easily
!collab
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Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
First method that came to mind: take your final number, split into its digits then have a column, per digit, of your numbers that repeats vertically, and scroll the uv to reach the given digit (larger than 9 can be a multiplier of the final uv to make it go zoom). Then to get the "bump" it could be a simple ease-out tween of the uv scroll as it finishes.
Why call up the bot again instead of just reading it the first time
can someone help me with unity
ya but how do you actually do it?
like how do you change a cinemachine cameras targeting at runtime?
The highest priority camera that is active is what's used. You can disable cameras or change priority and cinemachine swaps automatically
https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/api/Unity.Cinemachine.CinemachineCamera.html#Unity_Cinemachine_CinemachineCamera_Follow
who want help with game
You need help with Game Dev or want to offer help? ๐
If you want to hire devs, try Upwork, else maybe try Brackeys discord channel if you want to collab
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
Please read it this time
How can I make this always draw the Handles? They only appear when I select the GameObject
[ExecuteInEditMode]
public class BasicTilemapComponent : MonoBehaviour {...}
[CustomEditor(typeof(BasicTilemapComponent))]
public class TilemapEditor : UnityEditor.Editor {
void OnSceneGUI() {
var t = target as BasicTilemapComponent;
var map = t.Tilemap;
...
...
Handles.DrawWireCube(center, size);
}
}```
what am I supposed to be looking at here
I can't rly find anything
It's the doc page link for the follow property on a cinemachine camera
Reading hard
yes but like what am I supposed to do with this
With no disrespect if you don't understand the vibe here you might need to review some more basic c# tutorials
multiplayer might be a little much
It's that property you can assign some Transform for the camera to follow
Hopefully you know what Transform does...
Set it to the value you want it to be
(new in that sentence might be misleading)
some Transform
Is that code running
I don't see that log anywhere
but it could be cut off so I'm not sure
There's no off topic here, thanks.
bro, every time I tab out my project.
how would you guys generate trees, grass or other environmental assets in a procedural world? im trying to figure it out but i just dont know where to start. i have a procedural terrain system working in chuks generated as needed based on fracctal noise but i dont kkoww howw i sould go on from there
Depends on the type of stuff you want
A lot of games have stuff as handcrafted (or mostly handcrafted) templates (eg. Minecraftโs trees, dungeons, villager houses)
A common idea is to randomly generate a few parameters (e.g. "moisture" and "temperature")
You can use those to decide how densely to scatter props
yeah ikik thats not what i mean itts more about instantiating this stuff
im struggling with spawning them randomly right now tbh
A simple approach would be "rejection sampling"
Pick a completely random point and check if any trees are too close
if not, put a tree there
okay ill try that!
I use physics queries to do that for one of my procedural generation systems
since I have lots of different kinds of things being placed
Thereโs a lot you can read up on but the general vibe is randomly getting a bunch of places in your area, seeing which ones could spawn the stuff you want, then randomly choosing some to spawn based on values like density or variety that you can tweak
Another great option is something called Poisson disk sampling
It gives you roughly evenly spaced points
this is a pretty simple implementation
sebastian lague is really cooking
You could combine this with a random chance to accept the tree based on moisture
and also reject most trees on steep slopes
yeah seems good thank you
somehow out of nowhere today I started getting this popup even though I didn't change anything with version control and google doesn't have any valid answers, my unity is now stuck in an endless loop of this popup appearing as soon as I eradicate its predecessor, did anyone else get it and has a solution?
how would i do that without causing massive lag because i have to check a whole array off vector3s before placing every single tree?
Does anyone maybe know why _camera returns null here --> https://blazebin.io/vpsreoeicson/0 ?
It doesn't even reach that part. IsLocalPlayer is false
This must be the tenth time but #๐ปโcode-beginner for code questions
For a large enough number of trees, you might use a physics query to look for existing trees.
But yeah, it'll get slow as you add more trees
that's where something like Poisson disc sampling really helps
okay thanks
How do you know it's null
oh sorry king
In fact, I know it's not that _camera is false because you have a log when that is the case
and that log doesn't print
Yo, how long does it take to complete the tutorial, I've been at it for 2 days and I've gotten to the scripting part on the 2nd tutorial
Hi,
I'm from Germany and currently training to be an IT specialist for application development. I'd like to start a game development project.
I'm looking for people who are interested in working with me on this project. I'd also love to hear from people who have relatively little experience in game development or programming, like me, so we can grow together and learn new things.
If you're interested, please get in touch. I'd prefer people who also speak German.
Best regards
Try the forums, this server doesn't have support for collaboration.
!collab
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We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
Can I use Unity 2017 if I want even if itโs not up to date
I ask because I still donโt want to find out if itโs compromised or not
If there's no warning next to it in the Hub, you're safe until the day they find some vulnerability there as well
Speaking of Unity versions, is there a fix to the diagonal screen tearing issue in Unity 6? Seeing others complain online but not finding an answer
screen tearing is a common graphics issue
what is diagonal screen tearing?
like from corner to corner?
this describes it pretty well https://discussions.unity.com/t/unity-6-in-editor-game-view-screen-tearing/1673040
this is not my video but what I am getting in all projects since downloading Unity 6 looks the exact same
the fuck that looks like a full screen quad fucking up ๐ค
weird, definitely something up with that version
I made the mistake of designing a whole minigame level before finding out about this, guess I will convert it to a pre-6 version
is it game view only?
you cannot easily downgrade so make sure you have a backup/use source control
it is yeah, but annoying enough that i'd downgrade (or if not, rebuild this level in an older version)
Hey guys
im new here, is there a way to reach an expert or somebody who has some experience with rendering, URP or shader?
I was working on my 3d mobile game
I imported an asset, im not sure exactly what happend but I think I imported a shader or URP or smthing related, then all objects turned into purple
I can see the textures already assigned but the objects are still purple
Chat GPT told me to change the shader to Universal Render Pipeline and reassign the texture again
but this will take several hours since I'll be reassigning all the materials...
Does anyone have any idea how to fix this issue?
have you googled the problem
yup
well
Hard to say without knowing more, but yeah, you ideally would want to just revert back if you can. There are built in standard to URP converters you can use but ... yeah. They work only on some materials and can break things (which is more likely if you are using imported asset packs - as you dont always know what they used for shaders). So not to be used lightly.
Can someone please save me from this stupid jitter https://discord.com/channels/489222168727519232/1433151316107984918
ive been asking multiple times in https://discord.com/channels/489222168727519232/497874004401586176 but no one has been able to figure out why its not working ive spent 2 days trying to fix it countless tutorials but nothing works
Its because you are rotating the character in FixedUpdate and the camera in Update. They run at different speeds.
It looks like its your character jittering not the camera
but in scene view everything looks fine
Like mao said look into cinemachine which would help determine if it is a camera issue. I also had this issue where it would stutter. Ever since I used cinemachine never seen those problems again.
private void HandleCamTransform()
{
Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);
transform.position = Player.position - TargetRot * Offset;
transform.rotation = TargetRot;
Player.rotation = Quaternion.Euler(0,HorizontalLook,0);
}
this seems to fix it? i mean i feel like i can see some stutter but it feels fine
why is everyone so allergic to the ai response bruh
Pink means shader error. You are using a shader that is incompatible with your chosen render pipeline. You will need to change to a supported shader
Because they suck
Because AI is dogshit garbage and I have no interest in recommending it to anyone
the google results below it are the actual answer
its to complex and im against using stuff like that i enjoy making everything myself without short cuts
it takes the answers from there
Earlier today I was looking for a way to do something in some library and google just straight up imagined a function to do it that doesn't exist
Yeah and a good amount of the time completely butchers them or takes them from somewhere else that is outdated or bad, you can just ignore it and look at the real stuff
Yup. (That code) is copying the slower updating transform. Itll still jitter just a lot less often.
It's not that complex its very easy to use and it's just better than using the normal camera cause the things you can do it very useful.
how can i remove the jitter completly
I just dont like using stuff like that tho i cant rely on packages for everything i gotta make stuff myself so i can fix it easier and avoid future issues
As a temporary step, just change the characters FixedUpdate to an Update. Itll probably spin 4x faster (need to take Time.deltaTime into cpnsideration) but then at least both are on the same frame.
Also, i glanced at the code for like 2 seconds. Im just guessing. I didn't check if there was a valid reason to be rotating in FixedUpdate.
@hushed hamlet I just tried this
Player.rotation = Quaternion.LookRotation(MovementHandler.MoveDirection);
But the jitter is back so im guessing it wasnt because of the update or fixed update etc
FixedUpdate runs much slower than Update.
should i use late update
i remember everyone saying late update for cam stuff
Camera you can do on LateUpdate but it'll still be out of sync with the other running on FixedUpdate.
nothing i try works
i js tried this
private void Update()
{
Vector2 RawMove = InputHandler.GetInput("Move").ReadValue<Vector2>();
MoveInput = new Vector3(RawMove.x, 0f, RawMove.y);
if (MoveInput == Vector3.zero) return;
Quaternion CamDirection = Quaternion.Euler(0,CameraHandler.HorizontalLook,0);
MoveDirection = new Vector3(MoveInput.x, 0f, MoveInput.z).normalized;
MoveDirection = CamDirection * MoveDirection * CurrentSpeed;
}
like i tried to make the move direction and player rotation etc happen in update whilst movement is in fixed update
still has jitter
Why are you using FixedUpdate at all though?
in the past i've had movement in fixedupdate but rotation and cam in late
cause rigid body movement
It's not a bad thing to rely on a package lol. You've been struggling a while so that's why I said use cinemachine. Your problem will be fixed pronto

Idk anymore nothing is working istg i was watching this tut earlier i copied what he done and i still got jitter
https://www.youtube.com/watch?v=DXw9QhsjlME
idk what to do i feel like its not even cause of my code cause something had to have worked by now since ive tried everything like everything
Checkout the full Third Person Parkour System Course here - https://fantaco.de/unity-parkour-system
Get our Advanced Parkour and Climbing System Asset - https://prf.hn/l/y8kYEa4/
Hey everyone, in this video we'll create a Third Person Controller in Unity. We won't be using any assets to build it, we'll build it completely from scratch because ...
have you tried this
Ah OK, I see why you are using it then
thats what im already doing
not in the code in your thread
how i have movement in fixed and cam in update or late update
private void HandleCamTransform()
{
Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);
transform.position = Player.position - TargetRot * Offset;
transform.rotation = TargetRot;
Player.rotation = Quaternion.LookRotation(MovementHandler.MoveDirection);
}
The code in the thread is a lil outdated
I done this but its soooo laggy
private void Update()
{
bool UsingStick = InputHandler.GetDevice() == "Gamepad" ? true : false;
float NewSensitivy = UsingStick ? Sensitivity * GamepadSensitivity : Sensitivity;
// Get Mouse look direction
MousePos = InputHandler.GetInput("Look").ReadValue<Vector2>();
HorizontalLook += MousePos.x * NewSensitivy;
HorizontalLook = (HorizontalLook + 360) % 360; // Cap to 360
VerticalLook -= MousePos.y * (NewSensitivy / 2);
VerticalLook = Mathf.Clamp(VerticalLook, -MaxY, MaxY); // Limit cam vertical
HandleCamTransform();
}
#endregion
#region CAM MOVEMENT
private void HandleCamTransform()
{
Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);
transform.position = Player.position - TargetRot * Offset;
transform.rotation = TargetRot;
Player.rotation = Quaternion.Slerp(Player.rotation,Quaternion.LookRotation(MovementHandler.MoveDirection),Time.deltaTime * 10);
}
is my lerp speed too low?
oh yep
thats why
I skimmed the code in your thread and it looks like they have some kind of smoothing or slow follow on the camera. I cant really help much more from my phone as id need to open Unity im afraid.
wdym smoothing or slow follow
Sorry, meant its running a slerp and other things. Just more work to review it all combined than I can do comfortably from my phone, ๐ (I tried!)
Can someone help me out? Unity says I don't have a thumbnail image for the avatar when it's CLEARLY there.
send a pic?
Player.rotation = Quaternion.Slerp(Player.rotation,Quaternion.LookRotation(MovementHandler.MoveDirection),Time.deltaTime * RotationSpeed);
gotta go to the vrchat server
!vrchat
Join the growing VRChat community as you explore, play, and create the future of social VR! https://discord.com/invite/vrchat
If anyone can save me from my 2 days of torture it will be greatly appreciated https://discord.com/channels/489222168727519232/1433151316107984918
no need to crosspost this
im js so desperate for help bro
nothing works
like nothing at all
I removed the URP pipeline asset and its files.. everything is back to normal now somehow
thx
At least 2 people did say use cinemachine which may fix your issue...
try the unity character 3rd person controller Asset
there are several tutorials about it
it's the most optimized one I've found
how do i make a download file for my unity game so i can work on it on a different pc?
!vc
Unity Version Control
Git
Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.
use vcs ^
Cinemachine is honestly the best choice
Having suffered with camera code in the past, cinemachine was like a breath of fresh air
chat i have a general question
imo it's the only real choice for a camera in unity, unless there's some very specific thing non-CM gives a
rn i've got this game i've been making since a game jam i did a while back and that was once of my first ever projects. As a second i decided to expand a lot on that project and try to make it into a polished game. But now I did another game jam and learned how to structure code a lot better in terms of future development and now adding futures to the previous game jam idea comes as boring or a little dreadful even at the thought. Should I just try to work throughout that process or would it be fine to start another project.
depends on how far along you are. if you are close to finishing, i would just continue. if you arent, then you should definitely refactor your code or start fresh
Iโd say from the place itโs at now itโs no where close but after the most recent game jam I could make pace on some new work and catch up easily
Learning the math is the best choice so you don't need to deal with highly complicated packages ๐
i did help with thsi problem, like I have a cube in my enemy character that is coded to follow the player and that cube has a trigger box collider which acts as like a rrespawn thingi but like the cube isnt staying insight of the character.... ive tried different things like adjusting it around but it is nevebr in the acutal character like i want it to be. also the enemy model is like floating in the air idk if this is related or not
anything wrong?
-# based on #๐โcode-of-conduct this isnโt a general chatting server
I'm on Light baking tutorial and it says:
The Progressive GPU Lightmapper (preview) can have a significant positive impact on the speed of lightmapping. However, this will only work well if your computer meets the lightmapperโs hardware and software requirements. Check this now before you continue with this step.
It refers me to a link for same: https://docs.unity3d.com/Manual/GPUProgressiveLightmapper.html
For hardware and software requirements. But I don't see how to check if my GPU/hardware would support it.
I have 3050 6GB GPU
Also in general, do people use CPU or GPU for this purpose?
Supports it, but lacks enough memory to bake bigger scenes.
I'd recommend looking into APV instead. Lightmapping is pretty outdated.
Hello
Try it. It might run out of memory and switch to CPU
A unity beginner here
Installed it yesterday But I'm already learning C# cz I'm a computer science student
does anyone have some tips
don't do things "just because the tutorial said so" - try to actually understand what and why they're doing
is it ok to have a custom physics system for my game? because i really cant deal with rigid body and adding force and stuff makes my life difficult
i feel updating position and using layermasks and physics cast for collision detection makes things more consistant.
just need nudge in right direction if i am thinking in wrong way
i mean you can if you want to
is it good practice ? because i want to practice things that are standard
i saw a tutorial by codemonkey doing this and ever since i use it in my project for movement and stuff
it always depends on your usecase
but it will probably be a good learning experience
thanks for the validation
That I know
Thanks tho
a lot of people don't so it's better to make sure
Good practice for what is the important question here. Using the existing physics system is the standard practice for most things but there are also things that can benefit from custom solution (such as character controllers). It all depends on what you are actually doing whether it is worth doing something custom or whether it's reinventing the wheel
True
im trying to build and run my game
but it keeps on saying this
and i checked trhough my codes and im pretty confident there fine
and i reimported my libray file and that
and it still says this
Might want to share the error details.
ill send
sorry
System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadImage()
at Mono.Cecil.PE.ImageReader.ReadImage(Disposable1 stream, String file_name) at Mono.Cecil.ModuleDefinition.ReadModule(Disposable1 stream, String fileName, ReaderParameters parameters)
at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)
this is the top one ^
Build completed with a result of 'Failed' in 1 seconds (1022 ms)
11 errors
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
bottom one
!code
๐ Large Code Blocks
Use links to services like:
https://paste.mod.gg/, https://hastebin.skyra.pw/, https://paste.ofcode.org/, https://paste.myst.rs/
๐ Inline Code
Surround code with three backquotes. Not quotation marks.
To format as C#, add cs to the first line:
```cs
// Your code here
```
Add a comment with a line number if there is an error message.
in my usecase the objects will mostly stay in water like boats barrels and other tit bits
the physics doesnt have to be realistic in anyway but should feel realistic
as far as i can think drag, collision and buoyancy will be the only things ill be caring about
No. Share the error details using code sharing guidelines.
My eagle eyes spy that you have warnings switched off. You need to include those as well
A tool for sharing your source code with the world!
i sent
Can you share the warnings as well, just like Nitku mentioned.
It seems like unity api updater is choking on some library.
how do i see those
like i think ive hidden them but i dont know how to find them again
That's why you should not cut/crop screenshots.
Take a screenshot of the whole console tab
Or even editor window
here
this is the ss of the whole thing
but i still dont know if i have any warnings like
how do i show them
See the button at the top right of the console tab?
these
i thnk i did it
the warnings became not greyed out
but i still catn see any yellow
Now run build again.
Though perhaps there weren't any.
OK, great.
Tet restarting the editor and see if there are.
They seem to just have been updated. Look at the timestamps.
By restarting editor
U mean restarting the whole like
Close and reopen?
Yes
If there are no warnings or other errors still, then next step would be to look at the logs.
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
still the same
is this located in the file explorer?
Yes. Copy paste the path from the bot message.
im confused
becuase i cant find them
where is it
i followed the thing
what is %LOCALAPPDATA%
Just copy the pass from the bot message into your address bar in explorer and press enter.
oh ok
It's a shortcut to your local app data folder for windows.
it said no items match
address bar in exploror like google?
Not search... The address bar...
what is address ..
Yes. It's to the left of the search bar...
No... It has nothing to do with online. It's the path/address bar on your PC.
I just said...
Boat physics isn't trivial to get right either way you choose. The point where you would really want to have the physics system back you up is if you want the boats to collide with each other or/and the shore. Coding those interactions yourself is going to be hard if that is required. My first though would be to use AddForceAtPosition on couple points on the underside of the boat to add upwards force based on some boyancy factor (how deep the point is underwater or similar) and use GetPointVelocity to add damping/water resistance. You also would probably want to set the center of mass quite low, likely below the surface to provide some stability which otherwise would have to come directly from the shape of the boat body (which can be hard to simulate). To get the physics realistic, you would have to do something like this anyways and having the physics system helping you to get angular velocities and inertias right is useful. You can do all of that yourself without the physics system but that requires quite much knowledge on basic physics concepts
Read my previous messages.
Yes
A tool for sharing your source code with the world!
hey dlich i sent it (sorry if ur looking)
Yes. I'm a bit busy now. I'll look in a bit.
ok thank you
I'd assume it's library corruption.
One pussible culprit is that your project is stored in the users(desktop) ditectory:
C:/Users/todd/Desktop/My project (7)
Try moving it somewhere like the root of a disk, delete library and let it regenerate. Pay attention to warnings and errors immediately after that if there are any.
If there are none, try building.
@alpine void
ok
let me try that
when i re opened the project, i saw 7 warnings and 1 red ones,
1st warning: https://paste.mod.gg/mhmfkvgqfess/0
2nd warning: https://paste.mod.gg/idxohdholeny/0
3rd warning: https://paste.mod.gg/tfpxuwtouhhj/0
4th warning:https://paste.mod.gg/menilddjbmkj/0
5th warning:https://paste.mod.gg/ekbdrydplwyd/0
6th warning: https://paste.mod.gg/xkivkyweuucg/0
7th warning: https://paste.mod.gg/cvwfosevchid/0
red one:https://paste.mod.gg/pkljbyjfnrgr/0
then after this when i tried to build it said the same 3 red ones from before
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
A tool for sharing your source code with the world!
This is the only part that is important:
Problem detected while importing the Prefab file: 'Assets/3rdParty/Virtence/VText/_DemoScene/Prefabs/ParticleText.prefab'.
It is saying that something called Star inside that prefab is missing or deleted.
ill try and find it in file
Id start by trying to open the prefab and/or reverting to a working copy of it.
Yup so it is saying that prefab is broken and needs to be fixed.
I dunno its not my project
and i was trying to connect them toghet, but long story short
i dont need it anymore
and i havent seen this before so cant i delete it?
but im not sure if unity just makes these random things when u make things
but it does say prefab so isnt that mean you got it fromanother source
This is in a folder called third party and vtext and demo so id assume its from a third party plugin called vtext as a part of their demo scene.
based off my memeory i do not remmber downloading anything called v text
so i am going to assume that its part of my friends level (dont need it anymore) and ill try and delete it
is it fine?
like to delete would it solve the problem right
I dont know why its in your project
if that were to be true (what i said)
deleteing it would work right?
i just want to ask
Personally id delete it
Or fix it
You can always back it up or use something like git to make it less risky to delete and modify things
Yeah i dont think thats related to your build error though
yeah
my build thing legit worked
like 3 days ago
and now its just messed up
but why didnt it say then yk
hi dlinch...
still goin ghard
None of it seems related to library corruption. Can you share an editor log again right after the build?
i was thinking this, but if this goes wrong then like my whole project which is due tomorrow is gone
is it trust worthly
ok
does it automatically update
!logs
Editor logs
Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log
Unity Hub
Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs
Back it up before trying
Like copy the project, or zip the folder, or use git to manage the code
sorry may i ask how?
To zip a folder in Windows, right-click the folder or the files you want to include, hover over "Send to," and then select "Compressed (zipped) folder".
reimporting is basically the same as deleting library. Though perhaps it might work since the timing is different. Worth a try I guess.
ok and if i do this
if something go wrong
i just open this zip file
and my project is back
Ideally you should probably be using version control.
If you need a manual backup, you can just copy the project into a different folder. No need to archive it.
why..? How?
quantum entanglement?
How can modifying one project affect a copy of it in any way?
Yeah, you should be doing git honestly
If the projects important to you, you need to have a system for storing and backing it up. Or you risk losing it at some point
what is git
also i think ill just record it
cause this is for a school project btw
๐
oh sorry
i meant im doing IT now
not doin git
... i dont know git
Cause obviously the only way to "copy" a folder is by making a shortcut to that folder
bro im so stressed out
like why is this taking so long
i need to do my portfolio as well and its already 11pm
You copying the whole project folder or just the asset folder?
Oh must have a slow pc then...
why is l!ke banned word..
no
like this whole thing
im stuck
its not working, the PROCESS is taking ages
Gamedev is complicated. It's one of the most complex fields in software engineering.
does anyone here maybe know anything about this?
nope
you can do both, like me
yo urs game so fun
i love it
im kinda bad at it tho
also i shouldnt be playing it and should do my word instead
no i can not bro..
isn't that what I'm doing here --> https://blazebin.io/volrmnaiyvds/0 though or like why is the host still hogging the camera?
A tool for sharing your source code with the world!
If this was me id spawn the player and setup the camera myself because doing it this way (where this script finds the camera post spawn) is unreliable
As long as the player is owned by them it should work just fine
anyway trying to check and find dependencies in Update/FIxedUpdate is bad too
Took me 4 hours for just this location
This is the wrong channel either โ https://discord.com/channels/489222168727519232/1180170818983051344 or โ https://discord.com/channels/489222168727519232/1390716509638098995
Hey,
A question, In a 2d platformer game I want to make a system so that we can have multiple weapons.
I am confused, what's the way people do it? make 2d animated sprites for player with every weapon?
make generic sprites like player with empty hand swinging sword and we animate the sword?
Solely depends on your art style
I cant draw, I am using free sprites from itch.
If you want weapons to look absolutely perfectly correct when held, then it's a unique character sprite + animation for each weapon.
If you want to go the effecient way, then you float the weapon on the player at a point.
So then i just get some animated weapons and attach them to player hand ?
also in 2d since I dont have armature, its sprites
You use an empty game object as the pivot point of the weapon, and put it there as a child.
<@&502884371011731486> โ
When I add this Area Light, by default there's no light (pink/purple in this case). It's visible only after baking. I wonder if it's normal for area lights.
Also, the tutorial says:
Set the Range, Intensity, and Indirect Multiplier properties. For now, try making your Area Light a bright light with a large range so you can evaluate the impact that it makes on the scene. You can use the guidance gizmo in the Scene view to help you observe the impact as you adjust these properties.
I don't understand what is this "guidance gizmo".
If you're not using HDRP, then yes, area lights are bake only.
oh neat, i didn't know that the HDRP Lit shader had realtime area light support
did not know that either though prolly will never use it
it does warn you in the component
woops wrong channel
i applied the transform of my wheel in blender. so the transform of the wheel is messed up in unity too. it says 0,0,0 even though the position is not actually that. what can i do to fix this?
Create a empty gameobject and put the wheel as a child of it, then move the wheel to the offset you need
Zero out a parent then zero out the wheel so you now have an object that is center. something like that.
Or create that offset in blender. Thereโs not a way to move a pivot point in unity
bump, I'm organization owner and I'm logged in from my account but unity claims I don't even have a permission to breathe and I can't commit my changes and thus I'm blocking the work of other people
hey, i have a question about unity licence. i have a free licence unity and i work for a company and now they will give me a seat at their org so that i can publish a game. am i gonna get banned? because some devs got banned for it? where i can learn more about this user policy?
because i read on reddit and on other places that some people got banned for this
yo i literally just started learning unity and the video that im currently watching is a video about remaking flappy bird. and i added my 2d empty object and named it "bird" then used sprite renderer so i could add the sprite. then when i hit the play button it just flies up for some reason. then i added the rigbody 2d so it wouldn't then it just freezed without moving. btw i use an older version of unity cause idk.
Did you accidentally add a rigidbody to the camera
wait lemme see
damn
yeah that was it
thanks man
As stated already, Area lights are usually baked only and this is explicitly said in the UI
!collab
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
Hi guys, im new to unity and there are plenty of versions and im a bit lost, what version i should download for pubblishing assets pack?
Start with just taking the latest LTS version shown in Unity Hub.
unity 6? not 6.2?
Correct
If you're creating things for the store, you want to start with supporting the LTS version.
If you're just planning on doing art packs, then you can easily test on the latest non-LTS and earlier versions to verify it works. But if you're dealing with things that involve code, you at least want to start with the LTS as your baseline.
Ideally you'd test the asset on multiple editor versions to make sure it works. But if it's just art assets it doesn't really matter which version you use
no no just art packs
oh i see thank you guys
is it normal that I have to push light to intensity 45 or even 100 to light-up a night scene?
Is your scene just really large in terms of scale? If you make a default cube in Unity, is it proportional to everything in your scene?
Also what kind of light are you using here?
it's an point light.
:loudspeaker: Collaborating and Job Posting
We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โข ** Collaboration & Jobs**
this collab dont work i make post and nothing
Then maybe you should make a better post
Then nobody is interested. It's not that it doesn't "work". This isn't the server for it, regardless, as mentioned to you a few times already.
how to make road
learn bezier curves and splines.
Hi all! Does anybody ever make pack scenes that can be downloaded?
does write default in the animator mean if the property isnt keyframed it will be set to the default value and not what a previous clip might have set it to? and if yes why doesnt this work with the active state of gameobjects?
If a previous layer is actively controlling the property, then you should still see it, even if Write Defaults is enabled on the later layer's state
(this is probably why mixing WD On and WD Off is wonky)
I create all of my animators with WD On, and I was mildly surprised by that behavior!
I'm trying to select the folder for OpenJDK17 (required for Android API 35) in Unity 2022.3.44f1. However, I'm getting an error that this version is not supported.
The point is that in a forum article, the Unity staff says that 2022.3.44f1 normally supports API 35.
The paradox is that this version of Unity does not support OpenJDK17.
okay, got the ancient 3.5.6f4 also compiling for the original wii 
neat but i dont know how much of that you can show off here ๐
yeah, it's more for the curiosity than anything else
The Big Paradox:
-
Staff: The 2022.3.44f1 builds API 35 normally
-
Unity: Only OpenJDK11 is supported
-
Gradle: OpenJDK17 is required for building API 35
I dont know who i should believe.
!ask
:thinking: Asking Questions
:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐โfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.
-# For more posting guidelines, go to #๐ฑโstart-here
still tryna fix my cam jitter ๐ญ its day 3
Maybe the Rigidbody3D component has something wrong in it, or maybe the hitboxes are wrong or smth.
If you are referring to how the rigidbody rotation isnt matching input then we can presume its due to when rotation of that and the cam happen being different.
I have a cube infront of the player thats jittering too
looks like interpolation is being broken
I feel like its the cam not updating fast enough how could i fix it
wdym
How do you update the camera rotation? How is the rigid body rotated?
interpolation is the smoothing of movement between 2 points in space. if you break interpolation, it will be jittery
Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);
CamHolder.position = Player.position - TargetRot * Offset;
CamHolder.rotation = Quaternion.Euler(0f, HorizontalLook, 0f);
Pivot.localRotation = Quaternion.Euler(VerticalLook, 0f, 0f);
So how do i fix it ive tried everything like changing updates calculations etc
Incase i suck at explaining my full code is here https://discord.com/channels/489222168727519232/1433151316107984918
The URP uses inverse-square light falloff. This means that doubling the distance from a light cuts its power by a factor of four.
So, if you want to light up a large area, you need an intense light.
Street lights are very bright! That part makes sense.
it also looks like a lot of your surfaces are very dark
notice how intensely lit the yellow stripe is
the BiRP uses a much gentler falloff curve. This makes it esay to light up large areas with single lights, but also means that lights aren't very..."punchy"
hi
hi
hi all, anyone with experience using UTS (Unity Toon Shader)?
i cant see outline settings on my inspector
is there a way to share your projects with someone else so that they can work on it too?
github
but, do the hierarchy copy themselves too?
prefab/scene can be shared yes
github repos share the files directly
still, it's not easy to merge together scene data
so...like the person will have to setup the components and stuff themselves or smth?
you wouldn't be able to modify a scene until they submitted their changes and passed it back
otherwise the file implodes
implodes as in...wait what. I do know that two people shouldn't be working on the same file together. is that what you mean to say?
you work together in a sense that you take turns modifying it
active changes by multiple users trying to submit their changes will result in a merge conflict and you'll not be having fun when fixing that serialized data manually
damn...
usually git is good at trying to resolve these issues, but this type of data does not resolve at all
so work on stuff locally and only if the other person commits, do your commits also?
git is more likely to mend conflicts if both of you submitted changes to a custom script
welp, gotta find out the hard way then
Yeah, it's not as easy as one might think. Like hey we can just edit these scenes cooperatively! But in reality you tell your friend they better not be touching any of your scenes
so...the other person has to work on something completely diff...
Using more prefabs in scenes helps but yea its very hard if a scene gets a merge conflict
other person can be building those prefabs to use so you can place them on your scene, but you do not modify those prefabs at the root, only the local data
btw, what do you guys mean by scene?
or what I like to do, make a variant or dupe
e.g. a house prefab. The house prefab is placed in the scene and someone else edits the house prefab.
nevermind, i figured it out, for the outline settings to show up you need to turn off transparency
well, something to google as you should know that if you're jumping into unity. Either case you treat them similar to prefabs as technically they are just that, one gigantic prefab
ahhh aight
The thing labeled "Scene"
Level prefab
All you really need is one scene anyway
oh wait, the scene is the thing which the things are displayed
then smaller level prefabs
ehhhh that really depends
beginners don't need to worry about it but memory management has considerations when using scenes vs. prefabs
nah whatever is in a scene is saved in there so it makes no difference in that respect
If the prefab asset is kept in the build and then loaded... thats different and mostly un related
at runtime the concept of a prefab instance is gone
Whats the point of git instead of girhub desktop i dont have too much experience but desktop feels easier
github desktop is a way to interact with git
whats the best way to make this type of movement
Correct me if im mistaken but if you have a list of scenes for levels the content associated with the scenes will only be loaded into memory when the scene is loaded, but if you have a list of prefabs for levels all those prefabs are going to be loaded into memory when that list is loaded into memory (by default anyway)
any character controller + cinemachine + a ton of motion blur to vomit from
cinemachine also provides stuff like the headbob
Yea that is right. I was referring to prefab instances already saved into a scene vs generic gameobjects in the scene.
yea but cinemachines headbob is too much i believe
i realized the moving camera around is choppy a little
@copper gust i am assuming that this is the way to do it? thing is, it shows that this thing is greater than 100MB when i push this
is this normal?
make sure you are using the unity .gitignore file so you only commit the useful stuff (Assets, Packages, and ProjectSettings)
oh i did not do that. aight
if you already comitted Library/ and THEN added the git ignore then it will remain tracked (bad times)
you would have to untrack the assets which i doubt github desktop will have support for
i thought it was abnormal to have so many files being pushed, so i did not do it
good you did double check then
this looks way better
oh nvm, ima get rid of assets which aren't needed
64 files changed, way better
thanks guys
how do u make ur gtag copy servers work bc i cant fix them @humble abyss or <@&502884371011731486>